Search found 103 matches

by codetiger
Sat Oct 06, 2012 3:48 am
Forum: Beginners Help
Topic: World is too small
Replies: 13
Views: 1156

Re: World is too small

The objects are rendered in different camera settings, that is why you see the difference in size. Post the camera settings in both environment.
by codetiger
Fri Oct 05, 2012 3:57 am
Forum: Beginners Help
Topic: Unfolding a sphere
Replies: 3
Views: 557

Re: Unfolding a sphere

Are you trying to animate the mesh form sphere to plane? You can probably store mesh deformation inside a file like md2 and animate it.
by codetiger
Fri Oct 05, 2012 3:55 am
Forum: Beginners Help
Topic: World is too small
Replies: 13
Views: 1156

Re: World is too small

ItsBritneyBitch wrote:everything looks quite smaller from the camera's perspective
Looks small relative to which object? I think you are relating it to the software that you use to design the 3d Models. FOV, location of the camera and location of the objects are the factors affecting the size of the rendered images.
by codetiger
Thu Oct 04, 2012 1:40 am
Forum: Project Announcements
Topic: IrrNaCl - Irrlicht port for Google Native Client
Replies: 50
Views: 22955

Re: IrrNaCl - Irrlicht port for Google Native Client

Mequa wrote:Hi, is it possible for IrrNaCl to grab the mouse from a Chrome window/tab, such as when using the built-in Irrlicht FPS camera or similar user-defined cameras?
Yes NaCL allows doing this and there is an example explaining this. I've did not implement this feature in IrrNacl yet.
by codetiger
Mon Sep 24, 2012 9:13 am
Forum: Project Announcements
Topic: GPU Raytracing + FXAA Demo
Replies: 15
Views: 7197

Re: GPU Raytracing + FXAA Demo

Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 11.0
ATI Radeon HD 5800 Series, Revision 0
Shader Model 5 supported
CPU: 8 Processors at 2.7GHz
FPS: Last=380, Min=367, Max=580
by codetiger
Fri Sep 21, 2012 6:41 am
Forum: Project Announcements
Topic: IrrNaCl - Irrlicht port for Google Native Client
Replies: 50
Views: 22955

Re: IrrNaCl - Irrlicht port for Google Native Client

Happy to see my work is useful for someone. Meanwhile, am planning to release new version which will remove many changes I made to Irrlicht filesystem. I tried adding Posix style filesystem implementation wrapper and Irrlicht was happy to load without any trouble. Planning to update latest Irrlicht ...
by codetiger
Mon Sep 17, 2012 11:39 am
Forum: Beginners Help
Topic: Quaternion-conversion between LH and RH coordinate systems
Replies: 8
Views: 2352

Re: Quaternion-conversion between LH and RH coordinate syste

Sorry for the bump, I fixed it myself using quaternion classes in irrlicht.
by codetiger
Mon Sep 17, 2012 10:15 am
Forum: Beginners Help
Topic: Quaternion-conversion between LH and RH coordinate systems
Replies: 8
Views: 2352

Re: Quaternion-conversion between LH and RH coordinate syste

Not sure how I missed this thread. I have the same problem. I am using a 3 weeks old SVN version of Irrlicht 1.8 and 3.2.1 Physx SDK. I am writing a wrapper generic to many Physics Engines. I already added Bullet and Tokamak and now adding Physx 3.2.1. The problem I face with Physx is, very similar ...
by codetiger
Sat Sep 15, 2012 5:26 am
Forum: Competition Time!
Topic: Screenshot of the Month September 2012 [Winner announced!]
Replies: 17
Views: 15926

Re: Screenshot of the Month September 2012 [Submit now]

Wow, so I'll keep my screenshot for next month competition... :)
by codetiger
Sun Sep 09, 2012 5:58 am
Forum: Advanced Help
Topic: Performance Optimization specific to our game condition
Replies: 14
Views: 1752

Re: Performance Optimization specific to our game condition

@devsh That sounds interesting and gives us more hope. The resolution we are currently testing it @ 1024x768. So far we have not added any shaders. We are just using the simple Irrlicht Engine and every objects are meshsceneNodes. Our game involves upto 400 objects which share upto 50 unique mesh bu...
by codetiger
Wed Sep 05, 2012 11:33 am
Forum: Advanced Help
Topic: Performance Optimization specific to our game condition
Replies: 14
Views: 1752

Re: Performance Optimization specific to our game condition

@Hendu Thanks for your interest in helping us. However, We came to a conclusion (after a few test you guys suggested), that the fps down is not due to too many draw calls but the mesh itself is too heavy for the config. So we decided to optimize rest of the code first then come back to this thread i...
by codetiger
Wed Sep 05, 2012 4:55 am
Forum: Advanced Help
Topic: Performance Optimization specific to our game condition
Replies: 14
Views: 1752

Re: Performance Optimization specific to our game condition

@hybrid Thank you very much for your continuous effort in helping us understand the problem. We tried loading the whole mesh as a single meshbuffer, and we get the same FPS in OpenGL. Both loading as separate mesh nodes and single meshbuffer gives the same output in OpenGL. However, it differs a lit...
by codetiger
Mon Sep 03, 2012 3:44 pm
Forum: Advanced Help
Topic: Performance Optimization specific to our game condition
Replies: 14
Views: 1752

Re: Performance Optimization specific to our game condition

We finally figured out how to use vbo successfully but it didn't help our case. We could bring it only to 50 fps
by codetiger
Sun Sep 02, 2012 3:18 am
Forum: Beginners Help
Topic: Bullet compile error
Replies: 6
Views: 1211

Re: Bullet compile error

Bullet library is not loaded properly.
by codetiger
Sat Sep 01, 2012 1:53 pm
Forum: Advanced Help
Topic: Performance Optimization specific to our game condition
Replies: 14
Views: 1752

Re: Performance Optimization specific to our game condition

@hendu
Thanks for the APITrace info. I'll try it to check where my code sucks CPU/GPU

@hybrid
I tried using EAC_FRUSTUM_BOX culling for almost all objects but even when I turn the camera towards nothing, it still sits on 45 FPS. :(